# Glossary

#### Spline

GameObject with the CurvySpline component attached

#### Control Point

A point controlling a spline's curvation (sometimes called “Node” by others). Control Points are regular GameObjects with the CurvySplineSegment component attached, always child objects of a spline and automatically managed.

#### CG

Abbreviation for Curvy Generator

#### Tangent

The Tangent vector is the (normalized) direction of a spline point

#### Up

The Orientation- or Up-Vector defines the Upside of a spline point. Together with the Tangent it forms the rotation used by controllers for a given spline point

#### Total Fragment

Also known as TF. A relative position on the spline, ranging from 0 (start) to 1 (end)

The TF of a control point is shown in it's inspector.

This is the “time” parameter used in the splines' formulas. A point's TF is not proportional to its distance from the spline's start. Depending on the spline, a value of 0.5 does not always mean the middle, distance wise, of the spline.

#### F

A relative position on a spline segment, ranging from 0 (start of segment) to 1 (end of segment)

The F of a control point is shown in it's inspector.

F is not proportional to its distance from the segment's start. Depending on the spline, a value of 0.5 does not always mean the middle, distance wise, of the segment.

#### Distance

A distance on the spline, ranging from 0 (start) to spline's length (end)

The Distance of a control point is shown in it's inspector.

#### Relative Distance

A normalized distance on the spline, ranging from 0 (start) to 1 (end)

It is defined as: Distance / Spline_length

The Relative Distance of a control point is shown in it's inspector.

#### Orientation Anchor

Used by dynamic Orientation mode, this Control Point option tells Curvy Splines to use the transform rotation of the Control Point as an orientation target. Think of “orientation” waypoints.